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免费 - Online.Game.Pioneers.at.Work.1430241853In this groundbreaking collection of 15 interviews, successful founders of entertainment software companies reflect on their challenges and how they survived. You will learn of the strategies, the sacrifices, the long hours, the commitment, and the dedication to quality that led to their successes but also of the toll that this incredibly competitive market has on even its most brilliant minds. For the hundreds of thousands of game developers out there, this is a must read survival guide. For those who simply enjoy games and know of some of these founders, this will be a most interesting read. Sales of video games, hardware, and accessories reach upwards of $20 billion every year in the United States alone, and more than two-thirds of American households include video games in their daily lives. In a world that seems to be overflowing with fortune and success, the vicious truth of this booming industry is easily forgotten: failure is tradition. Video games define a cultural crossroad where business, entertainment, and technology converge, where the risks are great, cutting edge technology is vitally important and competition is intense. Here are the stories of survival from many of the industries luminaries who founded companies, created industries in their home countries, took amazing risks, innovated technologies, and invented new ways to sell. Among this outstanding group of pioneers are Richard Garriott, founder of Origin, astronaut, and the producer of the revolutionary Ultima Online, John Romero of Doom, Wolfenstein and Quake fame, and Victor Kislyi whose World of Tanks set the Guinness world record for the most people online at once with over 1.1 million people playing). You will read their stories and you will gain an understanding of how they managed in such a demanding business. There are a few game development companies that have withstood the test of time; most startups exit as quickly as they enter the scene. Many firms are outpaced by the explosive worldwide growth and economic realities of the sector. Here are enlightening the stories of entrepreneurs who found success and many who subsequently could not repeat it. They walk you through their incredible journeys of success and failure while expressing their views on development, design, hiring, finance, business models, selling their organization, the business life cycle, their frustrations and mistakes, while showing their intensity and their passion for the business along the way. Online Game Pioneers at Work: Explores the formation of entertainment software companies from the perspectives of successful founders who defied the odds Provides insight into why experienced professionals sacrifice the comfort of gainful employment for the uncertainty and risk of the startup Shares the experiences and lessons that shape the lives, decisions, and struggles of entrepreneurs in this volatile business Other books in the Apress At Work Series: Gamers at Work, Ramsay. 978-1-4302-3351-0 Coders at Work, Seibel, 978-1-4302-1948-4 Venture Capitalists at Work, Shah & Shah, 978-1-4302-3837-9 CIOs at Work, Yourdon, 978-1-4302-3554-5 CTOs at Work, Donaldson, Seigel, & Donaldson, 978-1-4302-3593-4 Founders at Work, Livingston, 978-1-4302-1078-8 European Founders at Work, Santos, 978-1-4302-3906-2 Women Leaders at Work, Ghaffari, 978-1-4302-3729-7 Advertisers at Work, Tuten, 978-1-4302-3828-7 What you’ll learn That the commitment to quality was the key to success for all of these entrepreneurs That riding the cutting edge of the technology was an enormous advantage That knowingly compromising principles often led to disastrous results Making a deal with the devil is a losing strategy Seeing change and reacting to it with a first quality product is a winning formula Truly understanding your customers through whatever means possible is a key to success To learn from mistakes and make informed course corrections To enter with style and exit with grace Who this book is for Software game professionals or managers Game developers interested in starting an independent studio Gamers who are interested in the history of games and game studios Table of Contents Chapter 1: David Perry Chapter 2: Emily Greer Chapter 3: Doug Whatley Chapter 4: Ian Bogost Chapter 15: Victor Kislyi Chapter 6: Richard Garriott Chapter 7: Gaute Godager Chapter 8: Ilkka Paananen Chapter 9: Jason Kapalka Chapter 10: John Romero Chapter 11: Ray Muzyka & Greg Zeschuk Chapter 12: Raph Koster Chapter 13: Reynir Harðarson Chapter 14: Riccardo Zacconi Chapter 15: Neil Young
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免费 - 自动化运维发布自动化运维发布系统,描述腾讯游戏演变
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免费 - Learn.Mobile.Game.Development.in.One.Day.Using.GamesaladTitle: Learn Mobile Game Development in One Day Using Gamesalad Author: Jamie Cross Length: 244 pages Edition: 1 Language: English Publisher: CreateSpace Independent Publishing Platform Publication Date: 2015-04-27 ISBN-10: 1511914203 ISBN-13: 9781511914208 Learn Mobile Game Development in One Day Using Gamesalad is for anyone who wants to learn how to create their own video games for desktop and mobile devices. While this is an introductory book that assumes you have no previous game development experience, you’ll find that once you have completed all of the chapters and exercises, you’ll be able to create your own amazing video games from scratch. The book is meant to be used as a learning tool, it’s filled with over 35 hands-on exercises and four chapters dedicated to learning how to make four different game types. Once you have completed the book you will already have four mobile ready games created and ready to be customized and published to the Apple App Store! In This Book You Will Learn: What game development is What some of the requirements for a successful game are What Gamesalad is How to create game scenes and levels To create images and animations How to design a game and its rules How to incorporate music and sound effects To create amazing particle effects How to add physical properties to the game’s actors To create a clean, informative graphical user interface How to publish games to the Apple App Store Much More! Gamesalad Creator is a modern 2D game development kit (GDK). Over 750,000 developers in 189 countries around the world use it and it has been used to make 70 of the top 100 games in the U.S. Apple App Store. One of the highlights of Gamesalad is that you DO NOT need to learn how to write traditional computer programming code to make your games. Gamesalad offers a simple, yet full-featured, drag and drop interface that lets you build commercial-quality games much quicker than learning traditional programming. Once you are familiar with Gamesalad, you will be able to prototype a game in a few days and complete the entire project in as little as a few weeks instead of the typical months or years it could take to develop a game with another GDK. Table of Contents Chapter 1: Introduction to Game Developmen Chapter 2: The Scenes Tab and the Stage Chapter 3: Game Objects and Gamesalad’s Co Chapter 4: Actors and Their Attributes Chapter 5: Game 1–Pachinko/Plinko Chapter 6: Attributes Chapter 7: Graphics and Artwork Chapter 8: Behaviors Part 1 Chapter 9: Behaviors Part 2 Chapter 10: Player Input Chapter 11: Game 2 – Space Shooter Chapter 12: Audio Chapter 13: The Expression Editor Chapter 14: Collisions and Physics Chapter 15: Camera Control and Graphical U Chapter 16: Game 3 – Box Breaker Chapter 17: Animation and Particles Chapter 18: Tables Chapter 19: Game Polish Chapter 20: Game 4—Geometry Runner Chapter 21: Mobile Development Chapter 22: Publishing Chapter 23: Improving The Games Chapter 24: Review and Resources
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免费 - Unity.5.x.Game.AI.Programming.Cookbook.17835What you will learn Use techniques such as A*and A*mbush to empower your agents with path finding capabilities. Create a representation of the world and make agents navigate it Construct decision-making systems to make the agents take different actions Make different agents coordinate actions and create the illusion of technical behavior Simulate senses and apply them in an awareness system Design and implement AI in board games such as Tic-Tac-Toe and Checkers Implement efficient prediction mechanism in your agents with algorithms such as N-Gram predictor and naive Bayes classifier Understand and analyze how the influence maps work. About the Author Jorge Palacios is a software developer with seven years of professional experience. He has committed the last four years to game development working in various positions; from tool developer, to lead programmer. His main focus is AI and gameplay programming, and currently he works with Unity and HTML5. He's also a game development instructor, speaker, and game jam organizer. You can find more about him on http://jorge.palacios.co Table of Contents Chapter 1: Behaviors – Intelligent Movement Chapter 2: Navigation Chapter 3: Decision Making Chapter 4: Coordination and Tactics Chapter 5: Agent Awareness Chapter 6.: Board Games AI Chapter 7: Learning Techniques Chapter 8: Miscellaneous
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免费 - 按键精灵VBS脚本实例源码及详解按键精灵VBS脚本实例源码及详解按键精灵VBS脚本实例源码及详解按键精灵VBS脚本实例源码及详解
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免费 - Learn.to.Code.with.Games.1498704689A novel approach for the classroom or self-study, Learn to Code with Games makes coding accessible to a broad audience. Structured as a series of challenges that help you learn to code by creating a video game, each chapter expands and builds your knowledge while providing guidelines and hints to solving each challenge. The book employs a unique problem-solving approach to teach you the technical foundations of coding, including data types, variables, functions, and arrays. You will also use techniques such as pseudocode and process mapping to formulate solutions without needing to type anything into a computer, and then convert the solutions into executable code. Avoiding jargon as much as possible, Learn to Code with Games shows you how to see coding as a way of thinking and problem solving rather than a domain of obscure languages and syntaxes. Its practical hands-on approach through the context of game development enables you to easily grasp basic programming concepts. Table of Contents Chapter 1: Our Hero Is Stuck! Chapter 2: Characters and Characteristics Chapter 3: The Bounds of the World Chapter 4: Sprinting and Sneaking Chapter 5: Collectables Chapter 6: Spawning Objects Chapter 7: Taking Inventory Chapter 8: A Party of Heroes Chapter 9: Generating a Tile Map Chapter 10: Spawning Objects on a Tile Map Chapter 11: Level Generation Chapter 12: Game State Management Chapter 13: Gameplay Appendix A: Pseudocode Reference Appendix B: Process Mapping Reference
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免费 - 游戏编程精粹1游戏编程精粹1,其它游戏开发资源与进销存开发资源以及数据库开发资源将会陆续上传
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免费 - Game Engine ArchitectureBook Description: This book covers both the theory and practice of game engine software development, bringing together complete coverage of a wide range of topics. The concepts and techniques described are the actual ones used by real game studios like Electronic Arts and Naughty Dog. The examples are often grounded in specific technologies, but the discussion extends way beyond any particular engine or API. The references and citations make it a great jumping off point for those who wish to dig deeper into any particular aspect of the game development process. Intended as the text for a college level series in game programming, this book can also be used by amateur software engineers, hobbyists, self-taught game programmers, and existing members of the game industry. Junior game engineers can use it to solidify their understanding of game technology and engine architecture. Even senior engineers who specialize in one particular field of game development can benefit from the bigger picture presented in these pages.
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免费 - Engine.4.for.Beginners.pdfUnreal Engine 4 for Beginners, as its name implies, is specifically written with the beginner in mind. It is meant for those who wish to learn how to make video games with no prior game development, game design, or game programming experience. It concentrates on the fundamentals, in order to build a rock solid foundation upon which the reader can use to confidently explore more intermediate and advanced topics. It provides a thorough examination of the basics, covering each subject in fine detail. Great care has been taken to advance through the subject matter in an order that best ensures that everything needed to understand one piece of information has already been covered in the information prior. It makes a great textbook for an Intro to Unreal Engine, or Unreal Engine 101 course. In addition, the book has been formatted specifically for ease of use with tablets and other mobile devices. The book concentrates heavily on four key areas: Environments - Construct beautiful environments with moving objects and sounds Inputs - Enter and explore the worlds you construct by creating a Character and specifying how it can move and how to control those movements Menus & Displays - Learn how to create the user interfaces and on-screen displays that will enhance your game and bring it to the next level Logic - Learn how to construct logic and take full control over the first three subject areas. How should objects in your world move? What should cause a certain sound to play? How does the player win the game? You decide! No need to wait for shipping! Get started learning the fundamentals of game development right now with this specially formatted ebook textbook! Table of Contents Chapter 1 Getting Started Chapter 2 Basic Concepts Chapter 3 The Level Editor Chapter 4 Actors Chapter 5 Blueprints Chapter 6 Players & Input Chapter 7 Collisions Chapter 8 User Interfaces Chapter 9 Audio Chapter 10 Additional Topics Book Details QR code for Unreal Engine 4 for Beginners Title: Unreal Engine 4 for Beginners
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免费 - Flash Game Development by Example通过例子来详细介绍Flash Game的开发。内容具体详细具体。
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免费 - Oculus.Rift.in.Action.161729Virtual reality has long been the domain of researchers and developers with access to specialized hardware and proprietary tools. With the appearance of the Oculus Rift VR headset, the game has changed. Using standard programming tools and the intuitive Oculus SDKs, you can deliver powerful immersive games, simulations, and other virtual experiences that finally nail the feeling of being in the middle of the action. Oculus Rift in Action teaches you how to create 3D games and other virtual reality experiences for the Oculus Rift. You'll explore the Rift hardware through examples of real applications using the Oculus SDK and both the Oculus C API and the Unity 3D graphics engine. Along the way, you'll get practical guidance on how to use the Rift's sensors to produce fluid VR experiences. Experience with C++, C#, or another OO language is assumed. Table of Contents Part 1 Getting started Chapter 1 Meet the Oculus Rift Part 2 Using the Oculus C API Chapter 2 Creating your first Rift interactions Chapter 3 Pulling data out of the Rift: working with the head tracker Chapter 4 Sending output to the Rift: working with the display Chapter 5 Putting it all together: integrating head tracking and 3D rendering Chapter 6 Performance and quality Part 3 Using Unity Chapter 7 Unity: creating applications that run on the Rift Chapter 8 Unity: tailoring your application for the Rift Part 4 The VR user experience Chapter 9 UI design for VR Chapter 10 Reducing motion sickness and discomfort Part 5 Advanced Rift integrations Chapter 11 Using the Rift with Java and Python Chapter 12 Case study: a VR shader editor Chapter 13 Augmenting virtual reality Appendix A Setting up the Rift in a development environment Appendix B Mathematics and software patterns for 3D graphics Appendix C Suggested books and resources Appendix D Glossary
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免费 - Packt.Unity.Game.Development.Scripting.2014Packt.Unity.Game.Development.Scripting.2014
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免费 - Learning.Buildbox.2.Game.Development.1786460300Key Features Create captivating 2D & 2.5D (isometric) video games for all platforms Leverage Buildbox to monetize and prepare your games for distribution This step-by-step tutorial will get you generating complex and media rich games with no coding experience Book Description Buildbox is an "any skill level" development platform to develop video games with no coding experience. It also exports these games to be compiled for any platform (from Windows to Mac to iOS to Android and Blackberry) all using the same graphic user interface. Using an example as a tutorial, we will relate the driving principles and you'll see how you can implement these principles to develop any games on the platform. We begin by setting expectations and providing a brief overview of the software. But it's not long before you "dive in" to creating your first video game. You will actually have a playable level ("world") by the end of the second chapter. Later on, you'll learn everything from basic graphics creation to advanced world design while you refine your first game, called "Ramblin' Rover." All along the way, you will see how certain functions could be used in tandem to create other types of games; hoping to spark imagination. We will follow the principles and process of monetization through ads and in-game rewards. Lastly, we will go through the process of exporting, compiling, and preparing your storefront to sell the games you will eventually create. What you will learn Create the illusion of a 3D background in your game using parallax Add advanced controls and obstacles to our first world Develop assets (graphic and audio) for the Buildbox engine Design games based on the capabilities and limitations of Buildbox and their target platforms Compile and distribute video games on various channels such as Steam, iOS store, Android stores, and the Mac App Store Table of Contents Chapter 1: So, You Want to Develop a Video Game? Chapter 2: Orientation Chapter 3: Your First Game – Ramblin' Rover, Part 1 Chapter 4: Advanced World Design – Ramblin' Rover, Part 2 Chapter 5: Menus, UIs, Sound, and More! – Ramblin' Rover, Part 3 Chapter 6: Monetization – Ramblin' Rover, Part 4 Chapter 7: Exporting and Compiling for Various Platforms – Ramblin' Rover, Finale Chapter 8: Building Other Popular Game Types Chapter 9: Buildbox Tips and Tricks
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免费 - State of the Art in Digital Media and Applications本书介绍了从网络和电脑游戏到移动技术和社交媒体的数字媒体面向用户的方面,并展示了这些方面如何不断增长和发展。 IT,电信和媒体的融合正在引发信息收集,存储,访问和分发的一场革命。 Rae Earnshaw的书探讨了推动这一因素的主要因素以及社会和文化背景受媒体内容影响的方式。 这是Earnshaw教授的第四本系列着作,专注于数字媒体和创意,并通过使用案例研究;研究了数字媒体的理论,实践和技术方面。读者会了解用户作为内容创作者,发行商和广播机构如何改变新闻媒体,出版商和娱乐公司的传统角色。讨论了数字成像的演变和社会媒体现象等主题。 Earnshaw教授还演示了在电子书,数码相机,Facebook和Twitter等应用领域越来越多的技术中,技术的变化如何在消费者利用的方式上产生转变。 数字媒体和应用的最新技术对于想全面了解新兴数字媒体技术如何使用以及如何改变我们如何创建,消费,交换和操纵媒体内容的读者而言将是无价的。
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